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using UnityEngine;
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namespace NodeCanvas.DialogueTrees
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{
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///<summary> A DialogueActor Component.</summary>
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[AddComponentMenu("NodeCanvas/Dialogue Actor")]
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public class DialogueActor : MonoBehaviour, IDialogueActor
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{
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[SerializeField]
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protected string _name;
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[SerializeField]
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protected Texture2D _portrait;
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[SerializeField]
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protected Color _dialogueColor = Color.white;
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[SerializeField]
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protected Vector3 _dialogueOffset;
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private Sprite _portraitSprite;
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new public string name {
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get { return _name; }
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}
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public Texture2D portrait {
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get { return _portrait; }
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}
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public Sprite portraitSprite {
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get
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{
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if ( _portraitSprite == null && portrait != null )
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_portraitSprite = Sprite.Create(portrait, new Rect(0, 0, portrait.width, portrait.height), new Vector2(0.5f, 0.5f));
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return _portraitSprite;
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}
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}
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public Color dialogueColor {
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get { return _dialogueColor; }
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}
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public Vector3 dialoguePosition {
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get { return transform.TransformPoint(_dialogueOffset); }
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}
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//IDialogueActor.transform is implemented by inherited MonoBehaviour.transform
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///----------------------------------------------------------------------------------------------
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///---------------------------------------UNITY EDITOR-------------------------------------------
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#if UNITY_EDITOR
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void Reset() {
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_name = gameObject.name;
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}
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void OnDrawGizmos() {
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Gizmos.DrawLine(transform.position, dialoguePosition);
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}
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#endif
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}
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}
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